I'm considering using the city of Blackmoor and DA2 for my 5E campaign.

A few questions :- How much if this module is a dungeon crawl ?- How many sessions of 4-5 hours can I get out of this module ?- The cover says its for characters from level 10-14. Does anyone know how well this translate to 5E ? I'm aware I'll have to adapt it. Just wondering if 10 levels of Basic translate well into 10 levels of 5E.

Last edited by shesheyan on Tue Feb 06, 2018 3:28 pm, edited 4 times in total.

There is a link to a review on the DA2 Temple of the Frog page on the Book-House, as well as some other links (including Return to the Temple of the Frog). Maybe that will help with some of the questions you have.

shesheyan wrote:The cover says its for characters from level 10-14. Does anyone know how well this translate to 5E ? I'm aware I'll have to adapt it. Just wondering if 10 levels of Basic translate well into 10 levels of 5E.

Characters in Basic won't be as robust at level 10 as 5e characters would be at the same level. I'd probably start with 6th or 7th level 5e characters. That way, PCs have access to 3rd or 4th level spells and have received their first attribute increases, but aren't so powerful as to have access to hundreds of hit points or more than two attacks per round.

shesheyan wrote:The cover says its for characters from level 10-14. Does anyone know how well this translate to 5E ? I'm aware I'll have to adapt it. Just wondering if 10 levels of Basic translate well into 10 levels of 5E.

Characters in Basic won't be as robust at level 10 as 5e characters would be at the same level. I'd probably start with 6th or 7th level 5e characters. That way, PCs have access to 3rd or 4th level spells and have received their first attribute increases, but aren't so powerful as to have access to hundreds of hit points or more than two attacks per round.

A lot of good stuff in this module. The writing is excellent. Really like the overall story line and the way the different factions in the cult's organisation can be played against each other by clever players. But there is way too much crawl in single location for my taste. Makes me feel claustrophobic.

Change #1 : Instead of having everything in a single giant multi-level location, I've started breaking up the massive crawl into smaller complexes distributed above ground around the Frog Temple. The complexes will be linked with secret tunnels. Its more organic and believable in my mind.

Change #2 : (spoiler alert)The aliens who control the cult aren't alien enough. Physically I picture them more like Abe Sapient (triton like) in Hellboy. In the modules they blend in at act human-like and take over the cult slowly. Instead I propose that when the aliens crash landed with their ship on the island the cult saw them as their frog god fallen from the sky. The aliens understood this after a few scans and spy drones were sent around the island. They've played the living-god card very well and took over the cult immediately. But over time the orignal leaders of the cult started to see the aliens for what they are. Powerful but mortal beings. Not gods. When the players arrive the tension between the old cult leaders and the aliens is almost at breaking point.

Change #3 : (spoiler alert)The module says the aliens are stock pilling weapons and building an army to conquer more land. I believe advanced beings would be more subtle and secretive. For all their power and technology they are only 5. The baroness the players are looking for and want to rescue, will be held captive in the ship instead of in the bowels of the temple. To boost the sens of wonder and strangeness of the module I want the players to board the alien ship and explore it. The baroness is currently the guinea pig an experiment to augment the duration of the mind programming technique the aliens already use on the low level disciples of the cult. The alien leader, if successful with the baroness, will send her home to become the first agent of the aliens outside the island. The leader hopes to slowly take control over Blackmoor without bloodshed.

shesheyan wrote:A lot of good stuff in this module. The writing is excellent. Really like the overall story line and the way the different factions in the cult's organisation can be played against each other by clever players. But there is way too much crawl in single location for my taste. Makes me feel claustrophobic.

Change #1 : Instead of having everything in a single giant multi-level location, I've started breaking up the massive crawl into smaller complexes distributed above ground around the Frog Temple. The complexes will be linked with secret tunnels. Its more organic and believable in my mind.

If you look at Supplement II: Blackmoor, the original version of the Temple of the Frog included in that booklet, focused more on the City of the Temple of the Frog in addition to the Temple itself. Other temples spread around the swamp linked with secret tunnels as you suggest could also be alot of fun.

Change #2 : (spoiler alert)The aliens who control the cult aren't alien enough. Physically I picture them more like Abe Sapient (triton like) in Hellboy. In the modules they blend in at act human-like and took over the cult slowly. Instead I propose that when the aliens crash landed with their ship on the island the cult saw them as their frog god fallen from the sky. The aliens understood this after a few scans and spy drones were sent around the island. They've played the living-god card very well and took over the cult immediately. But over time the orignal leaders of the cult started to see the aliens for what they are. Powerful but mortal beings. Not gods. When the players arrive the tension between the old cult leaders and the aliens is almost at breaking point.

Definitely possible to make them more alien looking. You have to consider whether you want to make the same changes to the aliens in DA3 as well though. But they could easily use technology to make themselves appear more human if you want them to be able to infiltrate human societies.

Tensions between factions within the Order like you propose is definitely a great idea.

Change #3 : (spoiler alert)The module says the aliens are stock pilling weapons and building an army to conquer more land. I believe advanced beings would be more subtle and secretive. For all their power and technology they are only 5. The baroness the players are looking for and want to rescue, will be held captive in the ship instead of in the bowels of the temple. To boost the sens of wonder and strangeness of the module I want the players to board the alien ship and explore it. The baroness is currently the guinea pig an experiment to augment the duration of the mind programming technique the aliens already use on the low level disciples of the cult. The alien leader, if successful with the baroness, will send her home to become the first agent of the aliens outside the island. The leader hopes to slowly take control over Blackmoor without bloodshed.

That's it for now.

IMC, they have brain washed tons of people who have infiltrated the Baronies of the North. It might very well be what they were planning to do with the Baroness as well. That would give them access to the top levels of Blackmoor society. Even more so if the Baroness is indeed romantically involved with King Uther, which many fans have suggested.

Havard wrote:IMC, they have brain washed tons of people who have infiltrated the Baronies of the North. It might very well be what they were planning to do with the Baroness as well. That would give them access to the top levels of Blackmoor society. Even more so if the Baroness is indeed romantically involved with King Uther, which many fans have suggested.

-Havard

( What does IMC mean ? )

In the DA2 module the aliens have brainwash technic but it is not permanent. But they do use it extensively on members of the cult who cannot leave the island. The cultist have to regularly be conditioned again.

If the aliens manage to permanently program the Baroness it would be a major asset in there conquest. The players have a fixed number of days to find and rescues the baroness. If they do not she becomes programmed to do the bidding of the alien leader. If this happens they will unwithinly rescue a programmed Baroness.... mouhahaha !

Last edited by shesheyan on Mon Jan 15, 2018 4:01 pm, edited 1 time in total.

Getting ready for our first game in a few weeks. Once the characters reach Vestford they will ride to the Lake of Mist, board a caravel (one mast ship) and sail down to the entrance of the Big Muddy swamp river. Once at the delta of the Big Muddy they will board a large swamp barge in search of the missing baroness. I don't plan on running encounters of the Lake of Mist but once they get in the swamp I'll unleash a few encounters on the characters. Since I've never DMed level 8 characters in 5e these are designed to see what they can do and learn what kind of damage they can deliver. Also good practice for the players since they start directly at level 8. Most of the encounters will be launched against the barge they will be using to sail on the river. We play with miniatures so a made a plan of the barge.

Plan of the Barge : 15' x45' with a flat bottom. 45° angle at the front. The barge can accommodate eight passengers and a navigator at the back. The sides and back of the barge are protected by shield-like low cover. In the center there is a 5' x 20' roofed section to hide from the sun and to secure food+equipment. The barge is equipped with a small mast with triangular sail that can be taken down and secured on the roof. four wooden 20' long poles can be used to propel the barge when the swamp river current drops to a crawl.

Before the Temple of the Frog starts I want to do some role-play in the city of Blackmoor. One of the players is a Level 8 Cleric of Henrin. He is currently stationed at the Blackmoor monastery. When not on a mission for the church he oversees the training of level 2 spells.

The monastery is a modest two level building with four corner towers. The towers house monumental staircases. The foot print is 200'x200'. Novice classes, sleeping quarters and daily operations are on level one. Level two is reserved to administration, private quarters of resident clerics and advanced spiritual teachings. The third level is an attic that doubles has a large library, reliquary and study areas. The inside of the building has walkways with opened archways giving views on the interior courtyard. Located at the back of the courtyard is the monastery's chapel. It is not very large but can accommodate all the novices because there are no benches. The clerics have seats on the second level balcony.

One building that fired my imagination is the University. Here is my interpretation of the institution :

- The Head Master lives on the last level (5th level) of the library tower. - The third level of the Main Hall is the astronomy lab with openable roof and telescope. - The third level of the main gate is infirmary and the detention area for unruly students.- Sensitive research is conducted under the building, away from the curious eyes of the students. Accessed via the lower level of the library.

Aerial View :

Last edited by shesheyan on Tue Feb 06, 2018 3:33 pm, edited 1 time in total.

Tika Verdanz, Monk level 8, Way of the Hand : Tika, a High Thonian who fled her responsibilities, has joined the monastery of the foreign goddess Kalisha the Whirlwind. Kalisha is only worshipped by female monks. The monastery is build on the mountain of the Island of Archlis. Monks of Kalisha always fight in groups of three. One leader and two lower level monks. Tika is accompanied by two level 4 monks of Peshwan origine. Together they form a powerful «force de frappe». The Fetch regularly calls upon the Monks of Kalisha in his efforts to thwart the Egg of Coot's machinations.__________________Sir Leon Renstein, Cleric level 8, Cavalier Option, High Thonian : Sir Leon is a cleric of Henrin. A very religious man he took his vows at an early age. Leon is a true believer and has no patience for church politics. He earned a reputation as a fierce combattant fighting against several Skandaharian raids near Coot's Watch. During the last raid Leon befriended the son of a Skandaharian tribe leader and convinced him to join forces against his own father and the Egg of Coot. Sir Leon resides at the Blackmoor monastery between his military campaigns.__________________Thorgrim Hakenson, Fighter level 5, Bard level 3, Skandaharian : Thorgrim has turned his back on the violent ways of his people. He resents the control the Egg of Coot has over the tribes of his people. Thorgrim has joined forces with the with Sir Leon. Before he left, Thorgrim stole his fahter's the Horn of Valhalla. Thorgrim has fought several battles against Skandaharian. His father declared Thorgrim a traitor and put a bounty on his head. When not adventuring Thorgrim performs at the Comeback Inn where he rents a room.

Our first session went very well. I took the time to do a 10 minute introduction of each character before the mission began. Tika learned more about her monastery and the monk order before receiving a letter from King Uther. The grand mistress provided a flying carpet the shuttle Tika and her two acolytes to the Comeback Inn. Leon received the King's letter while at the monastery of Henrin in Blackmoor. Thorgrim was already staying at the Comeback Inn when he received the King's letter.

Sequence 1 : The Comeback Inn

When Leon arrived at the inn he was happy to see Thorgrim because they had fought together at Coot's watch. When Tika arrived, Thorgrim remembered talking to her during a reception at her parents house. They agreed to sit at the same table and talked for a while. Finally they revealed to each other that they had received a letter from the King... the letter was a simple request to be at the Comeback Inn on this day. It also contained a beautiful illustration of a ruby that appeared to be in three dimensions when the sheet of paper was viewed from different angles. Not sure exactly what to do they talk, drink and wait.

A tall and thin man dressed in gray clothes comes down the stairs from the second level. Mid way down the stairs he looks at the group and showed them a card with a ruby identical to the one in the letters. He turned around and went back up the stairs. The group took the hint and followed him to the second level of the inn. The man was waiting to for them in front of the open door of the Ruby room. He signaled to enter and said « Please wait here, someone will be with you shortly. Make yourself at home. You will find refreshments and sustenance on the table near the fireplace ». The man left the room and closed the door. Thorgrim didn’t hesitate and took a large piece of meat and started to eat promptly. Tika only took a glass of water. Leon was attracted to cheese.

Sir William Fletcher

Suddenly, the door to the room opens energetically ! Sir William Fletcher, first adviser of the King and rector of Blackmoor university enters the room. The three companions held their collective breath ! This must be serious business. Summoned by the King and received by Fletcher himself ! « Sorry for calling you on such short notice but Baroness Risa Aleford has disappeared two weeks ago during a mission in the Great Dismal Swamp. Entire villages of fisherman have been disappearing in the region. The Baroness was tasked by the King to find out why. She took a company of twenty men with her. We have not heard from her since. Our agents in the area tell us she was last seen near South Rim. Your mission is to travel to South Rim in the Great Dismal Swamp, from there find and rescue the Baroness. Hopefully she and her men are still alive. You will travel as negotiator for a group of Blackmoor merchants looking to make contract with the owners of the pearl farms in the region of South Rim… »

Good says Fletcher. Tika and Thorgrim also accept the mission. « Excellent, I judged your character correctly. The King will be pleased. Travel arrangements have already been prepared. My assistant will explain everything to you. Do not dilly dally. Time is of the essence. Political ramifications of this disappearance could have dire consequences for the King. Fair well ! » Without pause Fletcher exits the ruby room leaving the group to digest the news by themselves.

The Ruby Room

Shortly after, Jrohan, Fletcher’s assistant, enters the room asks the group to follow him. Jrohan walks to the north-east corner of the room and opens a secret door hidden by wood paneling. Beyond the door the group can see a circular staircase going down. The assistant descends the narrow staircase with the adventurers in tow. The staircase is magical illuminated. After descending four levels they arrive in a large rectangular room. On the south side of the room a large circular disk stand upright against the wall. The disk is made of various metals, silver and gold. On each side of the disk an empty picture frame is nailed to the stone wall. In the middle of the room there are five traveling back pack filled by rations and equipment to spend some time in the wilderness. Jorhan walks to a large table. An iron chest rest on top of it. He opens the chest and retrieves a stained glass artwork of the Comeback Inn. He walks to the left-side frame and inserts the stained glass into it. It stays in place and glows slightly. Jrohan takes a second stained glass image from the chest. This time it depicts Vestfold castle. He inserts it in the right-side frame. It glows. The stone wall behind the center of the large disk is replaced by a glowing and swirling liquid of gray color. Jrohan says : « This is your doorway to the lower level of castle Vestfold. Once there, further instructions will be given to you. This mission requires great secrecy on your part. Do not discuss the disappearance of the Baroness with those responsible for your movement until you reach the Great Muddy River. God’s speed ! »

Enthusiastic to be of help to their King and the famed Baroness, Tika (her two acolytes), Leon and Thorgrim each grab a back pack. They walk though the disk into circle of light… KAWOOOSH!

TBC

Last edited by shesheyan on Tue Feb 06, 2018 10:56 pm, edited 1 time in total.

Tika, her monks, Thorgrim and Leon exit the portal into a square stone room. Two Vesfold guards, taken aback at first, quickly regain their composure. They guide the adventurers to the first floor where they meet with Gordanz, the castle head stewart. « I've been told you are negotiators for merchants of Blackmoor and ordered to help you reach the Great Muddy River quickly. I’ve readied horses for you. Take the main road to reach the port. A caravel bearing the flag of Vesfold is waiting for you. My friend Captain Brenor will bring you to the delta were the Lake of the Mist and the Great Muddy river meet. You will receive further instructions from a local guide named Braden. »

The adventurers take their leave of the stewart thanking him for making their journey easier. They ride to the port and board the caravel. Captain Brenor greets them politely but seems preoccupied. He tells his passengers the journey usually takes two days. The mist on the lake is very thick this time of year. They will have to navigate at half speed and use the horn to avoid collisions with other ships. They should reach the delta in three days at best. Resigned to the fact they can’t do anything about that, the adventurers make the best of their three days on board. At first Leon is sea sick but he quickly recovers after praying to Henrin for strength against this humiliating sickness. The caravel arrives at the delta at dusk of the third day. The following morning a large swamp barge arrives at the delta. Using colored flags the captain of the barge signals the caravel. After a moment the captain is satisfied it is Braden and tells his passengers their transportation has arrived. Using a launch the adventurers sail to the barge waving good bye to the caravel and her crew.

« Welcome a board » says Braden. With a large grin he continues « this is my first mate Svir. » Svir salutes them with a series of exaggerated flourishes. «Welcome aboard our spacious vessel. Please put your belongings in the middle of the boat under the small roof. We should reach South Rim in about one week. »

Thorgrim decided he likes the man. He seems franc and has a good sense of humor. Soon Thorgrim learns Braden is a fisherman that also uses his boat to transport goods to and from Vestfold caravels that come to the delta every month. Fisherman live in small communities of floating houses in the bayou along the Big Muddy River. The barge sails slowly on the river. Svir, at the front of the ship, uses a twenty foot pole to steer the front of the boat while Braden controls the rudder with his left foot and also handles a wooden pole with his arms. Tika is a bit alarmed by this at first but soon discovers the smooth and calm lazy sailing on the swamp has meditative properties. The three monks adopt a lotus position and meditate. Thorgrim and Leon keep watch on the river banks and waters adjacent to the boat.

After an hour of sailing the ship is suddenly under attack. A rain of arrows falls from the sky on the starboard side. Tika almost takes an arrow to the shoulder but catches the missile and throws it back to her assailant and hits. The two monk acolytes are not so lucky and take an arrow in the shoulder and chest. Svir and Braden hit the deck. Throgrim take his bow and shoots. Leon casts spell and makes one of the enemies easier to hit. The adventurers prevail after two rounds of combat. All the archers are dead except their leader who flees from the scene on a horse after shooting two arrows into Leon’s left shoulder. Braden is alarmed by this attack. He has never seen men dressed like that in the region. This part of the river is usually very tranquil. After hearing this the adventurers double their vigilance. No more meditation.

The water troll fight

At mid-day the barge reaches a portion of the river covered almost entirely in reeds. Braden takes his sword out. Svir prefers the short sword. « This region of the river is infested by seaweed pygmees. Living plants who crave human flesh. Prepare yourselves! » The adventurers start scanning the waters weapon in hand. Soon enough the seaweed pygmees launch an attack against the barge. The creatures assault the boat from one side only. The inexperienced adventurers rush to attack and almost capsize the boat because of their weight. Luckily no one falls over board since Braden and Svir rushed to the other side of the boat to help shift the balance. Taking turns the adventurers shift sides and attack the seaweed creatures. Soon seven of the ten creatures have been dispatched. But the activity has attracted the attention of far more dangerous creatures.. two water trolls emerge from the river and attack the boat from both sides ! They launch ferocious claw and bite attacks against the adventurers. Svir and Braden are stricken with fear and cannot move. Mikaella and Kellyann, the two acolyte monks with Tika, are almost killed during the fight. They have to retreat in the center of the boat. Pushed to their limits the adventurers tap into a desperate reservoir of energy and fight heroically until the two creatures are in pieces and can’t regenerate anymore.

« Something is very wrong. We have never seen water trolls East of South Rim! First strange men attack us, now water trolls… » says Braden. Looking at the adventurers one by one Braden seems to be making his mind about something. In a low controlled voice he says « I’m an agent of the Fetch. After seeing you fight its obvious you are not negotiators looking for contracts. Did the Fetch send you to find the Baroness? »

Getting ready for next week's session #2. I decided to create a side quest to the main adventure of DA2 :

Once the adventurers are in South Rim there will be a night attack against the fishermen village. The heroes will learn that a strange and beautiful woman passed by the village a few months back. Not long after one family left during the night with their belonging and disappeared into the swamp lands. But on this night they returned to attack the village and captured four villagers. If the heroes accept to help they can follow the tracks of the villains to their hide-out. Its an ancient ziggurat half buried in the swamp lands. The strange women is an evil priestess in league with a greater demon who wants to enter the material plane. The hostages will be sacrificed to open a portal for the demon.

Having bought several of the D&D board/tiles games I decided to create the ziggurat using only tiles from the boxes. The models are from the board games and the D&D 3.5 miniatures. The furniture and accessories are from an old set of Mage Knight Dungeons Clix by Wizkids (2002).

The idea behind this side quest is to create a bond between the players and the villagers because I have an ulterior motive and I want to maximize the effect. When the heroes come back from the ziggurat with the rescued hostages they will discover that Braden and the villagers have disappeared. The village is empty. I single child come outs of hiding and tells a horrible tale. A dark ship arrived not long ago. Skadarians pirates and strange men with rays of light captured the whole village and took them prisoner. They sailed down the river the same way they came, silent as death.

I can't wait to see the player's face when they learn this ! I believe it will make their desire to find the Temple of the Frog more personal.

Last edited by shesheyan on Fri Feb 09, 2018 10:59 pm, edited 5 times in total.

Thanks! All the tiles, except two, are from the Drizzt game. They have a cool Underdark cavern design with wavy walls, mushrooms and crystals illustrations. The small triangular pieces (cavern cul-de-sac) are a really good idea because they offer the option of using regular tiles in more orientations on the edges of the map.